by Fen Yan
The 'best games" survey in Strategist #268 inspired me to put in this plug for the best set of tactical tank rules around: MBT, IDF, and Panzer. I hope those of you out there who haven't tried these games will give one of them a try. This article is a brief introduction to these games, and discusses how to convert Panzer to the MBT style of play. Having been introduced to MBT in 1988, 1 missed out on Jim Day's earlier designs published by Yaquinto: Panzer, Armor, and 88. I learned of these games from a review of MBT that I'd read in a back issue of Fire and Movement. A few years later, a rumor appeared that Excalibre Games might be republishing Yaquinto classics. And now, Panzer has appeared once again on the store shelves. For those of you unfamiliar with Avalon Hill's MBT (and its sister game IDF), it simulates tank-to-tank combat in a hypothetical war between NATO and Soviet forces in Germany. Though considered complex, the armor rules are pretty easy to remember after a couple of playings. It's when you add other units, such as infantry squads, field and off-board artillery, helicopters, and jet bombers, that you need to refer to the rules. Each vehicle has its own data card and is rated in detail for many offensive and defensive categories. Weapons and their ammo types are rated for their hit probability at ranges up to 6200 meters, and penetration capability (against hard targets) or effectiveness (against soft targets) Vehicle units can be hit on the hull or turret, on the front, front/side, side, rear/side, rear, and top. Each of these locations is rated for the amount of penetration it will withstand. A slew of modifiers including terrain, suppression, gun stabilization, and unit grade can modify each shot. Adding to the uniqueness of each tank are ratings for speed, turning, turret rotation, and size. MBT is also very appropriate for miniatures and one rules section deals with converting the game to that style of play. IDF covers the Arab-Israeli wars of 1967 and 1973 and offers 11 superb historical scenarios in addition to the basic matchups and design-your own point charts. Some minor rules changes have been made, but the rulebook is essentially the same as for MBT. The two games are fully compatible (though I think the only things you'd want to swap are the mapboards). Instead of M1A2s, Leopard 2s, and T-80s, you are given Super Centurions, T-62s, and much WWII vintage equipment. Now, the Eastern Front of WWII has come back, in the form of Panzer (the Panzer box says that this is the 2nd edition, so I don't know how different from the Yaquinto original it is). Looking inside the box, one can see the roots of MBT. Many of the charts, combat resolution modifiers, and mechanics of play in Panzer are the same as in MBT. The MBT rules are more developed and refined. One major difference between Panzer and MBT is that finding the hit angle is more detailed in Panzer. Players are given a "Target Angle Wheel" to lay over the target vehicle. The wheel is divided into 16 sectors (whereas in MBT, you just had to look at which of the 6 hexsides was crossed by the line of fire). Also, the hit location charts in Panzer are unique for each vehicle, instead of being standardized for the two main types: turreted (or main gunned) and non-turreted units. Gun mantle and lower hull locations are also rated for armor basis in Panzer. Some of you may wish to play using the simpler MBT way and basically all that's needed is to delete some of the rows and columns on the hit determination tables for each unit (I compared the SU-100 in IDF to the one in Panzer. However, I was not able to equate the T-34/85's rear and JS-H's turret armor basis ratings). Here's how to convert the Panzer hit location and armor charts to MBT style (you will want to use photocopies and black out the unused parts): For hit location, use the standardized hit location charts from MBT which may be found on each vehicle (ignore the HT column on each Panzer vehicle data card). For penetration, use the AB columns: Ignore the 30 degree and 60 degree columns. For Front-Rear shots, use the TF, OF (for HF), TR, and HR rows and zero degree columns. For Front/Side-Rear/Side shots, use the TF, UH, TS, HS, TR, and HR rows and 45 degrees columns. Use the TT and HD ratings for the TTG and HDG shots. For shooting, assume all gun stabilization is rated zero. The few other minor differences in Panzer I'll leave to you--you can retain or discard them. Or, you can simply play the Panzer way, which really isn't bad at all Now, MBT fans can enjoy pushing around Tigers and KV's. Let's hope that Armor and 88 are coming out too! (I saw Armor in a used game ad the other day and it was sold the day I received the ad in the mail!) Back to Strategist Vol. XXIV No. 8 (269) Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1994 by SGS This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |